mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-11 09:38:44 +08:00
- Updated spine-c to 3.2.01, adding shearing and transform constraints plus various bug fixes - Introduced CMake based system to generated IDE projects for spine-sfml, and download dependencies for all other runtimes - Updated all spine-c based runtime READMEs with new usage and example instructions - Moved spine-cocos2d-iphone v2 and spine-cocos2dx v2 to separate branches. These will no longer be updated - Renamed spine-cocos2d-iphone to spine-cocos2d-iphone Removed cocos2d-ios v2 Spine runtime. See branch cocos2d-ios-v2 for legacy apps Moved cocos2d-ios v3 Spine runtime to top-level sphine-cocos2d-iphone directory Added Visual Studio support to CMake build Added Linux support for spine-sfml. Do apt-get install sfml-dev as a prerequisit, makes everyone's life easier Refactored Mac OS X framework detection and linking, added SFML_STATIC define for Win32 build Removed spine-cocos2dx v2 runtime. See cocos2dx-v2 branch on Github Moved spine-cocos2dx v3 runtime to root of spine-cocos2dx spine-c, spine-cocos2d-iphone, spine-cocos2dx, spine-sfml updated to 3.2.00 * Added CMake build for spine-c and spine-sfml * Removed spine-cocos2dx v2 and spine-cocos2d-iphone v2. See the cocos2dx-v2 and cocos2d-ios-v2 branches if you need these runtimes still * Added transform constraint rotate, scale, and shear offsets and mixes * Added spTransformConstraintTimeline * Added bone shearing * Added spShearTimeline * Changed spSkeleton_updateCache * Changed JSON format, see http://esotericsoftware.com/spine-json-format Ported 1be89d1c5766fedb91f080a23bffaef6609b86c3 to spine-c Cleaned up spine-c, removed IDE specific files and unnecessary data/ folder. Use CMake to import into your most beloved IDE Added spine-cocos2d-iphone to CMake, only downloads cocos2d-objc dependency. Use Xcode project in spine-cocos2d-iphone/ to run examples Added -std=c98 -pedantic -Wall to spine-c CMake file, fixed up all warnings, fixed up .gitignore Fixed warnings, replaced calls to stdlib cos/sin/atan2 with macros New cocos2dx example project, for Windows, Linux and Mac OS X. Doesn't work on Windows/Linux yet Fixed spine-cocos2dx Visual Studio projects Reworked cocos2dx dependency resolution Fixed up src/header paths in CMake files. Dependencies are only downloaded if you build a specific runtime example Updated spine-sfml README with instructions for Windows Updated spine-sfml README with instructions for Linux and Mac OS X Fixed README formatting More formatting, sorry, can't preview markdown... More README changes Renamed spine-cocos2d-iphone to spine-cocos2d-objc, fixed up Xcode project and README Updated spine-cocos2d-objc README Added context when exceptions are thrown during attachment and animation parsing. Added JsonRollback, a tool for converting newer JSON so it can be loaded by an older Spine version. [Unity] Update BoneFollower Added coverting linkedmesh to weightedlinkedmesh. [LUA] AnimationState trackCount bugfixes (#466) * resolved conflict * made trackCount keep count, not maximum track index. Prettier with varargs. Updated .gitignore to exclude cocos2dx dependencies Fixed up READMEs of spine-c based runtimes with proper version info. Fixed cocos2d-x CMake build to delete outdated Spine runtime shipped by cocos2d-x
150 lines
5.8 KiB
Plaintext
150 lines
5.8 KiB
Plaintext
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#import "AppController.h"
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#import "platform/ios/CCEAGLView-ios.h"
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#import "cocos2d.h"
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#import "AppDelegate.h"
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#import "RootViewController.h"
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@implementation AppController
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#pragma mark -
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#pragma mark Application lifecycle
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// cocos2d application instance
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static AppDelegate s_sharedApplication;
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- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
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cocos2d::Application *app = cocos2d::Application::getInstance();
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app->initGLContextAttrs();
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cocos2d::GLViewImpl::convertAttrs();
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// Override point for customization after application launch.
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// Add the view controller's view to the window and display.
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window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
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// Init the CCEAGLView
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CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [window bounds]
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pixelFormat: (NSString*)cocos2d::GLViewImpl::_pixelFormat
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depthFormat: cocos2d::GLViewImpl::_depthFormat
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preserveBackbuffer: NO
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sharegroup: nil
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multiSampling: NO
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numberOfSamples: 0 ];
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// Enable or disable multiple touches
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[eaglView setMultipleTouchEnabled:NO];
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// Use RootViewController manage CCEAGLView
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_viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
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_viewController.wantsFullScreenLayout = YES;
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_viewController.view = eaglView;
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// Set RootViewController to window
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if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
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{
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// warning: addSubView doesn't work on iOS6
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[window addSubview: _viewController.view];
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}
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else
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{
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// use this method on ios6
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[window setRootViewController:_viewController];
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}
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[window makeKeyAndVisible];
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[[UIApplication sharedApplication] setStatusBarHidden:true];
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// IMPORTANT: Setting the GLView should be done after creating the RootViewController
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cocos2d::GLView *glview = cocos2d::GLViewImpl::createWithEAGLView(eaglView);
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cocos2d::Director::getInstance()->setOpenGLView(glview);
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app->run();
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return YES;
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}
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- (void)applicationWillResignActive:(UIApplication *)application {
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/*
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Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
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Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
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*/
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//We don't need to call this method any more. It will interupt user defined game pause&resume logic
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/* cocos2d::Director::getInstance()->pause(); */
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}
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- (void)applicationDidBecomeActive:(UIApplication *)application {
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/*
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Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
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*/
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//We don't need to call this method any more. It will interupt user defined game pause&resume logic
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/* cocos2d::Director::getInstance()->resume(); */
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}
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- (void)applicationDidEnterBackground:(UIApplication *)application {
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/*
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Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
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If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
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*/
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cocos2d::Application::getInstance()->applicationDidEnterBackground();
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}
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- (void)applicationWillEnterForeground:(UIApplication *)application {
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/*
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Called as part of transition from the background to the inactive state: here you can undo many of the changes made on entering the background.
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*/
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cocos2d::Application::getInstance()->applicationWillEnterForeground();
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}
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- (void)applicationWillTerminate:(UIApplication *)application {
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/*
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Called when the application is about to terminate.
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See also applicationDidEnterBackground:.
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*/
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}
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#pragma mark -
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#pragma mark Memory management
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- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
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/*
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Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
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*/
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}
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- (void)dealloc {
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[window release];
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[super dealloc];
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}
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@end
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